The new mod launcher and mod build tool have been released on the 11th of October.The new mod format will function alongside the new in-game mod manager -> Mods.

This guide covers the creation of the new .tmod format and how you can verify if the file is actually working. It will not state the actual modding process, there are other excellent guides on those topics.

A note from from Dazo:

Trovesaurus and TroveTools .NET support sharing your .tmod files. TroveTools .NET supports running the console command from a graphical interface in order to convert .zip based mod files into the .tmod format. Scroll all the way down to the bottom of this guide if you just want to convert your existing mod from a .zip to a .tmod!

If you are only looking to convert your existing mods from a .zip format to the new .tmod format, click here.

Step 1 Create the /mods/ folder

Create a /mods/ folder in your Trove Live directory. This is the folder in which new .tmod are created, and this is also the folder from which the game loads the new type of mods.*the patch might just do this anyways

Step 2 Prepare all necessary files

There are three options to create a .tmod file. It can be create with an in-game command, and a console command. Both give the same result, but have to be handled in a different way.

If you are using the ingame command, make sure you clear all /override/ folders of blueprints/vfx/ui elements not part of that specific mod:

The override folders:

../Trove/Live/particles/vfx/particles/override/

../Trove/Live/blueprints/override/

../Trove/Live/ui/override/

*note: if you use the console command, you will need to specify the contents of the mod in the command.

Step 3 Add an image preview (if not using a .blueprint)

Place a preview file (with a resolution of 400 x 230) in the \ui\override folder. Preview files can be PNG, JPG or BLUEPRINT files (for the blueprints you can point to the \blueprint\-folder.)

Step 4: Mod Creation (without having a .zip already

No matter what method you use, all created .tmod files will go into the ../Trove/Live/mods/ -directory

Step 4a Ingame mod creation

Login to the game and use the following command (remove the {content} )

The console will not give feedback on succesfull or failed creation, this is however put into the DevTool.log -file, found in %appdata%/Trove. But a succes will make a file in the /mods-folder.

Take note of the following when creating a tmod from the console:

Make sure that you use forward slashes "/" for directory separators

Don't include the override folder when specifying files.

If adding a new file to act as a preview be sure that file exists in an override folder.

Step 4c Console mod creation YAML version

There is another way to create a .tmod file. This is with a .yaml file (metafile).

Create a subfolder within your trove folder, named yaml.

If using MetaFile, you can specifiy options in the YAML format with the following schema:---author: author nametitle: mod titlenotes: Added notes about the modpreviewPath: path/to/preview.pngfiles: - path/to/file.pngtags:- tag1- tag2...

Create the YAML-file in the /mods-folder, lets keep the main folder clean! So here is an example of a Yaml file

*note: Success or errors will be visible in the [Dev Tool Output] section

Step 5 Verification of the .tmod

Restart the game and the mod should be listen in the mods interface

Easiest way to verify the .tmod file: share it with a fellow modder or friends. If they place the file in the /mods -directory and restart the game

Alternative 1: Remove all files from the override folders, restart the client and the mod should still be active.Alternative 2: Add UseOverrides=false to [System] in your Trove.cfg file in %AppData% (a special MS Windows thing you can type into File Explorer that should resolve to something similar to C:\Users\iamme\AppData\Roaming, navigate from there to Trove to find Trove.cfg). Leave UseOverrides unset or set to true to restore the default behavior of enabling overrides

Step 6 Share

You can share your mods on the Trove Forums, or on Trovesaurus which is supported by the Mod Loaders.

Add your mod to Trovesaurus

Only interested in a .zip to .tmod conversion? Use TroveTools.NET

Have your latest mod version downloaded and installed, right-click the current version, and choose the option: [Convert Mod to TMOD...]

This will automatically fill all required information. Check the image (hover your mouse over [Preview]. If its not looking right, use the [Browse] button to change the preview image. If its correct or adjusted press the Build Tmod buttons to create your .Tmod!

Q&A

Q: I'm modding a costume, but it wont show up ingame, what am i doing wrong?

A: Make sure you have no .tmod file enabled in-game that is modifying the model you are working on, the game will handle modifications in the following way:

{enabled .tmod files} over {files in /override-folders} over {original game files}

Q: I placed all my modded blueprints in ../Live/blueprints/ like in the screenshot, but it will not make a .tmod!

A: Make sure your modded blueprints are in the ../Live/Blueprints/override/ - folder, even though you don't mention the /override/ folders in the commands.